I planned to make a whole bunch of textures today since i didn't have to work, but... since i'm in terrible pain right now, this is all i managed.
New brick!
It uses tons of ctm, though i've tried to go a bit smaller. 2x2 repeat ctm, with horizontal ctm support. Basically, each tile of the horizontal ctm uses a 2x2 repeat ctm. The horizontal ctm puts the fancy corners on it. Also, as you can see, the top and bottom of the block use a herringbone pattern. Herringbone looks nice, but i can't imagine it would be strong enough to hold up as a wall.
Very pretty brick texture!
You're entirely correct about herringbone being structurally useless. There's a reason all mason's bonds involve primarily laying the bricks down, not standing any of them up.
Went to the gym, people get sore after going there, but it was my first time and like everything i do, i really overdid it. I'm a little better today though. I mean, i can move both arms. So i should be much more productive texture wise now.
Very pretty brick texture!
You're entirely correct about herringbone being structurally useless. There's a reason all mason's bonds involve primarily laying the bricks down, not standing any of them up.
I wonder if it will be weird for ceilings though... oh well, blocks are pretty thick. It is reasonable to assume that somewhere between the layers are properly placed bricks.
I wonder if it will be weird for ceilings though... oh well, blocks are pretty thick. It is reasonable to assume that somewhere between the layers are properly placed bricks.
A bit of searching finds that herringbone brick ceilings aren't unheard of, so there is some precedent for it. While most of the images I'm seeing have it used in arched ceilings, it is also used occasional on flat ceilings. It's also used rarely on walls, but it isn't very good for load-bearing structures. I'd say what you have is probably the best for offering the most flexibility for bricks. It also looks quite good.
I wonder if it will be weird for ceilings though... oh well, blocks are pretty thick. It is reasonable to assume that somewhere between the layers are properly placed bricks.
The reason it would be bad for walls is because they'd have to be placed vertically. For floors and ceilings, regardless of their cardinal orientation they're still placed horizontally.
Very nice. I like it; it DOES look kind of like what you'd actually get if you put a container full of biowaste into a furnace and melted it down. A mix of biochar and ash bound in matrix by the metal that composed the container's walls.
Oh, and I like how the Horset is still visible in the background of that last screencap.
Very nice. I like it; it DOES look kind of like what you'd actually get if you put a container full of biowaste into a furnace and melted it down. A mix of biochar and ash bound in matrix by the metal that composed the container's walls.
Oh, and I like how the Horset is still visible in the background of that last screencap.
Well, if it's been a while, do you know i updated it a week or two ago? Check it out, i redid all the plants.
I saw the update title, nice work as per usual that comes from you.
(Random question are you going to edit your profile pic for Easter like changing the snail to a distorted bunny?)
I saw the update title, nice work as per usual that comes from you.
(Random question are you going to edit your profile pic for Easter like changing the snail to a distorted bunny?)
Nah, the whole bright colors and egg laying bunny motif of easter doesn't sit well with me. Honestly, i can't stand that holiday.
Anyway, in other news...
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I did the smooth granite today.
But had some issues, as you can see. The vertical ctm is supposed to repeat 2x horizontally, but it's not using the secondary ctm method for reasons i can't quite understand. The top and bottom are supposed to have a seperate texture as well, again, it isn't working.
But i assume that my mcpatcher version is just not up to date on the 1.8 blocks quite yet, so it should be working in the near future, but does anyone know for sure?
But had some issues, as you can see. The vertical ctm is supposed to repeat 2x horizontally, but it's not using the secondary ctm method for reasons i can't quite understand. The top and bottom are supposed to have a seperate texture as well, again, it isn't working.
But i assume that my mcpatcher version is just not up to date on the 1.8 blocks quite yet, so it should be working in the near future, but does anyone know for sure?
Beautiful work, but damn, now I'm going to have to do something different for my smooth granite!
I do like what you do in combining the various ctm methods - vertical, repeat, random and the almighty 'matchtiles'. There's no doubting you're a wiz at inventing new ways of combining ctm. I really must have a go with something similar...if I ever get the time to do all the textures it takes to get just one block working right in all directions.
As regards the problem of the smooth granite's vertical ctm not working, I've just nipped into a world using the latest 1.8 snapshot combined with MCPatcher-4.3.2 and all your fancy new wood planks are working fine with vertical ctm and the 'matchtiles' textures you have combined. You've probably already tested that for yourself by now, but just in case. So knowing there are many other issues at present with the latest snapshot and MCPatcher I'm sure it'll get mopped up by kahr in the next update. I doubt there's anything wrong with your .properties files. There better not be...I'm using your texture pack as my first point of reference for how to apply ctm from now on...so you better not make any mistakes!
Anyways, I'm still having fun playing with all the combinations of new blocks and textures in your latest update. It's pointless me saying, "keep up the good work", because I know you will!
Beautiful work, but damn, now I'm going to have to do something different for my smooth granite!
I do like what you do in combining the various ctm methods - vertical, repeat, random and the almighty 'matchtiles'. There's no doubting you're a wiz at inventing new ways of combining ctm. I really must have a go with something similar...if I ever get the time to do all the textures it takes to get just one block working right in all directions.
As regards the problem of the smooth granite's vertical ctm not working, I've just nipped into a world using the latest 1.8 snapshot combined with MCPatcher-4.3.2 and all your fancy new wood planks are working fine with vertical ctm and the 'matchtiles' textures you have combined. You've probably already tested that for yourself by now, but just in case. So knowing there are many other issues at present with the latest snapshot and MCPatcher I'm sure it'll get mopped up by kahr in the next update. I doubt there's anything wrong with your .properties files. There better not be...I'm using your texture pack as my first point of reference for how to apply ctm from now on...so you better not make any mistakes!
Anyways, I'm still having fun playing with all the combinations of new blocks and textures in your latest update. It's pointless me saying, "keep up the good work", because I know you will!
I have so many more ctm plans, but at this point i'm getting a bit worried about performance issues... Well, i might cut back on a few older textures, but hopefully it will be a while before it comes to that.
But no worries, by time i release the next update, any problems with my .properties files will be fixed. I do make sure these things are tested, though admittedly there are usually a few things that get by...
But yes, it does seem that the properties files are formatted correctly, so i'm going to say that mcpatcher isn't quite up to the 1.8 blocks as of yet. Not a problem though, it just means that my texture pack finally caught up with minecraft's updates.
Random ctm using renderpass 3, so it fits right over the repeat ctm stone without disturbing the pattern.
It will look a little weird behind glass and water, but i'd say it's worth it.
It was unbelievably tricky to get the ore block to show up properly in the inventory, since the base layer of the ore ctm uses the same tiles as the stone, it wants to appear in the inventory as just the stone block, since it doesn't combine the layers there.
What i did was replaced the first tile in the in the base layer of the ore with a texture that has the ore overlay and stone layer combined as a placeholder, then i made a .properties file set to match that specific tile, and used random ctm on it. I used the placeholder and the first tile in the stone repeat ctm in it, and set the weight for the placeholder to 0, and the stone texture to 1. Since the placeholder was the first one, that's what shows up ingame as the inventory icon. But since it has a weight of 0, the tile is never actually applied to blocks in the world.
Random ctm using renderpass 3, so it fits right over the repeat ctm stone without disturbing the pattern.
It will look a little weird behind glass and water, but i'd say it's worth it.
It was unbelievably tricky to get the ore block to show up properly in the inventory, since the base layer of the ore ctm uses the same tiles as the stone, it wants to appear in the inventory as just the stone block, since it doesn't combine the layers there.
What i did was replaced the first tile in the in the base layer of the ore with a texture that has the ore overlay and stone layer combined as a placeholder, then i made a .properties file set to match that specific tile, and used random ctm on it. I used the placeholder and the first tile in the stone repeat ctm in it, and set the weight for the placeholder to 0, and the stone texture to 1. Since the placeholder was the first one, that's what shows up ingame as the inventory icon. But since it has a weight of 0, the tile is never actually applied to blocks in the world.
Very nice.
It's too bad that this also leaves behind Optifine and Vanilla users, given Optifine steps on the extra renderpasses even when combined with MCPatcher, but I do still think this is the best option.
Edit: On that note, you might mention on the first post once the new version goes up that ores will be in effect invisible to Optifine and vanilla users. Either that or hack together a slightly compromised "non-MCPatcher version".
You're entirely correct about herringbone being structurally useless. There's a reason all mason's bonds involve primarily laying the bricks down, not standing any of them up.
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Retired StaffWent to the gym, people get sore after going there, but it was my first time and like everything i do, i really overdid it. I'm a little better today though. I mean, i can move both arms. So i should be much more productive texture wise now.
I wonder if it will be weird for ceilings though... oh well, blocks are pretty thick. It is reasonable to assume that somewhere between the layers are properly placed bricks.
A bit of searching finds that herringbone brick ceilings aren't unheard of, so there is some precedent for it. While most of the images I'm seeing have it used in arched ceilings, it is also used occasional on flat ceilings. It's also used rarely on walls, but it isn't very good for load-bearing structures. I'd say what you have is probably the best for offering the most flexibility for bricks. It also looks quite good.
The reason it would be bad for walls is because they'd have to be placed vertically. For floors and ceilings, regardless of their cardinal orientation they're still placed horizontally.
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Retired StaffPretty much the same as regular bricks in that they use 2x2 repeat ctm, and herringbone floors.
Although they use a different base texture, are much grittier, and don't have the fancy corners. They're also a bit beveled.
Here's a fortress:
With light:
I think it blends better with the netherrack than what i had before, too.
It works well for overworld builds.
And goes with regular brick
Very nice. I like it; it DOES look kind of like what you'd actually get if you put a container full of biowaste into a furnace and melted it down. A mix of biochar and ash bound in matrix by the metal that composed the container's walls.
Oh, and I like how the Horset is still visible in the background of that last screencap.
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Retired StaffYep. Bio bricks. Isn't recycling wonderful?
Only when the smelter's hot enough to sterilize the expired live organs.
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Retired StaffBeen a while since I was last here. I declare this stone to looking very natural!
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Retired StaffWell, if it's been a while, do you know i updated it a week or two ago? Check it out, i redid all the plants.
I saw the update title, nice work as per usual that comes from you.
(Random question are you going to edit your profile pic for Easter like changing the snail to a distorted bunny?)
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Retired StaffNah, the whole bright colors and egg laying bunny motif of easter doesn't sit well with me. Honestly, i can't stand that holiday.
Anyway, in other news...
=============
I did the smooth granite today.
But had some issues, as you can see. The vertical ctm is supposed to repeat 2x horizontally, but it's not using the secondary ctm method for reasons i can't quite understand. The top and bottom are supposed to have a seperate texture as well, again, it isn't working.
But i assume that my mcpatcher version is just not up to date on the 1.8 blocks quite yet, so it should be working in the near future, but does anyone know for sure?
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Curse PremiumI support this, this, and this. And this now. Also this.
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Curse PremiumBeautiful work, but damn, now I'm going to have to do something different for my smooth granite!
I do like what you do in combining the various ctm methods - vertical, repeat, random and the almighty 'matchtiles'. There's no doubting you're a wiz at inventing new ways of combining ctm. I really must have a go with something similar...if I ever get the time to do all the textures it takes to get just one block working right in all directions.
As regards the problem of the smooth granite's vertical ctm not working, I've just nipped into a world using the latest 1.8 snapshot combined with MCPatcher-4.3.2 and all your fancy new wood planks are working fine with vertical ctm and the 'matchtiles' textures you have combined. You've probably already tested that for yourself by now, but just in case. So knowing there are many other issues at present with the latest snapshot and MCPatcher I'm sure it'll get mopped up by kahr in the next update. I doubt there's anything wrong with your .properties files. There better not be...I'm using your texture pack as my first point of reference for how to apply ctm from now on...so you better not make any mistakes!
Anyways, I'm still having fun playing with all the combinations of new blocks and textures in your latest update. It's pointless me saying, "keep up the good work", because I know you will!
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Retired StaffI have so many more ctm plans, but at this point i'm getting a bit worried about performance issues... Well, i might cut back on a few older textures, but hopefully it will be a while before it comes to that.
But no worries, by time i release the next update, any problems with my .properties files will be fixed. I do make sure these things are tested, though admittedly there are usually a few things that get by...
But yes, it does seem that the properties files are formatted correctly, so i'm going to say that mcpatcher isn't quite up to the 1.8 blocks as of yet. Not a problem though, it just means that my texture pack finally caught up with minecraft's updates.
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Retired StaffRandom ctm using renderpass 3, so it fits right over the repeat ctm stone without disturbing the pattern.
It will look a little weird behind glass and water, but i'd say it's worth it.
It was unbelievably tricky to get the ore block to show up properly in the inventory, since the base layer of the ore ctm uses the same tiles as the stone, it wants to appear in the inventory as just the stone block, since it doesn't combine the layers there.
What i did was replaced the first tile in the in the base layer of the ore with a texture that has the ore overlay and stone layer combined as a placeholder, then i made a .properties file set to match that specific tile, and used random ctm on it. I used the placeholder and the first tile in the stone repeat ctm in it, and set the weight for the placeholder to 0, and the stone texture to 1. Since the placeholder was the first one, that's what shows up ingame as the inventory icon. But since it has a weight of 0, the tile is never actually applied to blocks in the world.
Very nice.
It's too bad that this also leaves behind Optifine and Vanilla users, given Optifine steps on the extra renderpasses even when combined with MCPatcher, but I do still think this is the best option.
Edit: On that note, you might mention on the first post once the new version goes up that ores will be in effect invisible to Optifine and vanilla users. Either that or hack together a slightly compromised "non-MCPatcher version".